Files
gio/gpu/headless/driver_test.go
T
Elias Naur 3a98f004f9 gpu/internal/opengl: reduce number of glsl shader variants
With the use of uniform buffers gone, we don't need the glsl 3.00 es
variant any longer.

We only support desktop OpenGL on macOS which is guaranteed to be
at least version 3.2, so we don't need the glsl 1.30 variant either.

Remove a test that depended on gl_VertexID which is not support in glsl
1.00 es.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-09-21 17:47:11 +02:00

214 lines
5.1 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package headless
import (
"bytes"
"flag"
"image"
"image/color"
"image/png"
"io/ioutil"
"runtime"
"testing"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/byteslice"
"gioui.org/internal/f32color"
"gioui.org/shader"
"gioui.org/shader/gio"
)
var dumpImages = flag.Bool("saveimages", false, "save test images")
var clearCol = color.NRGBA{A: 0xff, R: 0xde, G: 0xad, B: 0xbe}
var clearColExpect = f32color.NRGBAToRGBA(clearCol)
func TestFramebufferClear(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
fbo := newFBO(t, b, sz)
d := driver.LoadDesc{
// ClearColor accepts linear RGBA colors, while 8-bit colors
// are in the sRGB color space.
ClearColor: f32color.LinearFromSRGB(clearCol),
Action: driver.LoadActionClear,
}
b.BeginRenderPass(fbo, d)
b.EndRenderPass()
img := screenshot(t, b, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearColExpect {
t.Errorf("got color %v, expected %v", got, clearColExpect)
}
}
func TestInputShader(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
vsh, fsh, err := newShaders(b, gio.Shader_input_vert, gio.Shader_simple_frag)
if err != nil {
t.Fatal(err)
}
defer vsh.Release()
defer fsh.Release()
layout := driver.VertexLayout{
Inputs: []driver.InputDesc{
{
Type: shader.DataTypeFloat,
Size: 4,
Offset: 0,
},
},
Stride: 4 * 4,
}
fbo := newFBO(t, b, sz)
pipe, err := b.NewPipeline(driver.PipelineDesc{
VertexShader: vsh,
FragmentShader: fsh,
VertexLayout: layout,
PixelFormat: driver.TextureFormatSRGBA,
Topology: driver.TopologyTriangles,
})
if err != nil {
t.Fatal(err)
}
defer pipe.Release()
buf, err := b.NewImmutableBuffer(driver.BufferBindingVertices,
byteslice.Slice([]float32{
0, .5, .5, 1,
-.5, -.5, .5, 1,
.5, -.5, .5, 1,
}),
)
if err != nil {
t.Fatal(err)
}
defer buf.Release()
d := driver.LoadDesc{
ClearColor: f32color.LinearFromSRGB(clearCol),
Action: driver.LoadActionClear,
}
b.BeginRenderPass(fbo, d)
b.Viewport(0, 0, sz.X, sz.Y)
b.BindPipeline(pipe)
b.BindVertexBuffer(buf, 0)
b.DrawArrays(0, 3)
b.EndRenderPass()
img := screenshot(t, b, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearColExpect {
t.Errorf("got color %v, expected %v", got, clearColExpect)
}
cx, cy := 300, 400
shaderCol := f32color.RGBA{R: .25, G: .55, B: .75, A: 1.0}
if got, exp := img.RGBAAt(cx, cy), shaderCol.SRGB(); got != f32color.NRGBAToRGBA(exp) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(exp))
}
}
func newShaders(ctx driver.Device, vsrc, fsrc shader.Sources) (vert driver.VertexShader, frag driver.FragmentShader, err error) {
vert, err = ctx.NewVertexShader(vsrc)
if err != nil {
return
}
frag, err = ctx.NewFragmentShader(fsrc)
if err != nil {
vert.Release()
}
return
}
func TestFramebuffers(t *testing.T) {
b := newDriver(t)
sz := image.Point{X: 800, Y: 600}
var (
col1 = color.NRGBA{R: 0xac, G: 0xbd, B: 0xef, A: 0xde}
col2 = color.NRGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
)
fbo1 := newFBO(t, b, sz)
fbo2 := newFBO(t, b, sz)
fcol1, fcol2 := f32color.LinearFromSRGB(col1), f32color.LinearFromSRGB(col2)
d := driver.LoadDesc{Action: driver.LoadActionClear}
d.ClearColor = fcol1
b.BeginRenderPass(fbo1, d)
b.EndRenderPass()
d.ClearColor = fcol2
b.BeginRenderPass(fbo2, d)
b.EndRenderPass()
img := screenshot(t, b, fbo1, sz)
if got := img.RGBAAt(0, 0); got != f32color.NRGBAToRGBA(col1) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(col1))
}
img = screenshot(t, b, fbo2, sz)
if got := img.RGBAAt(0, 0); got != f32color.NRGBAToRGBA(col2) {
t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(col2))
}
}
func newFBO(t *testing.T, b driver.Device, size image.Point) driver.Framebuffer {
fboTex, err := b.NewTexture(
driver.TextureFormatSRGBA,
size.X, size.Y,
driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingFramebuffer,
)
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() {
fboTex.Release()
})
fbo, err := b.NewFramebuffer(fboTex)
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() {
fbo.Release()
})
return fbo
}
func newDriver(t *testing.T) driver.Device {
ctx, err := newContext()
if err != nil {
t.Skipf("no context available: %v", err)
}
runtime.LockOSThread()
if err := ctx.MakeCurrent(); err != nil {
t.Fatal(err)
}
b, err := driver.NewDevice(ctx.API())
if err != nil {
t.Fatal(err)
}
b.BeginFrame(nil, true, image.Pt(1, 1))
t.Cleanup(func() {
b.EndFrame()
b.Release()
ctx.ReleaseCurrent()
runtime.UnlockOSThread()
ctx.Release()
})
return b
}
func screenshot(t *testing.T, d driver.Device, fbo driver.Framebuffer, size image.Point) *image.RGBA {
img, err := driver.DownloadImage(d, fbo, image.Rectangle{Max: size})
if err != nil {
t.Fatal(err)
}
if *dumpImages {
if err := saveImage(t.Name()+".png", img); err != nil {
t.Error(err)
}
}
return img
}
func saveImage(file string, img image.Image) error {
var buf bytes.Buffer
if err := png.Encode(&buf, img); err != nil {
return err
}
return ioutil.WriteFile(file, buf.Bytes(), 0666)
}